zumwaltwood's Forum Posts

  • Another thing just happened to me today, again, doubt it is a bug but maybe i am doing something wrong.

    I had an event on the start of layout, for my turret family to add target2 target cyborgs, this has been like this since the beginning of my project, but today it simply stopped working. i am, however, in r106 on C3, so my work around was to move it from the start of layout to a regular event on my turret family created, to then add target cyborgs, now it started working again.

    this was very odd behavior, but then i thought to myself, maybe i did it wrong to begin with, and the engine just caught up with my wrongness and forced me into rightness?

    that's my thought, any other thoughts on this?

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  • Ok I have ran into something interesting on R106 in the desktop build and I am curious if anyone else is experiencing this, basically, you have multiple layouts open, you go to one layout, copy an object, paste it to that layout and it randomly pastes it across all layouts that are open. The only way around this so far as I can tell, is to only have a single layout open at a time, don't see that problem then. Although I haven't checked my master global layout yet to see if it also pastes it their.

    Curious if I am the only one with this problem before I bother with filing a bug.

  • Does anyone know where to get the manual as a PDF document?

    Or otherwise, be able to use the print feature and be able to print more than 1 page at a time?

    I would like to download and print the manual so i can go through it and do highlighting and such, but i have yet to find a PDF version of the manual.

  • Normally developers get the short end of the stick, so this is the long end and a huge thank you.

    Over the past month or two, i have delved deep into the C3 product, going from zero to decent level of knowledge both in using it on my iPad and on my Windows 10 box. Just in the past few days i have found what i think is undocumented ways to handle things, although it is probably discussed in the forums, the great devs are working on a new search feature, so i am long awaiting that new feature very anxiously.

    A few new things i didn't understand until here recently, is the inclusion of other event sheets into existing sheets, oh how it is so powerful and wonderful, then today i discovered yet another feature i never found in the documentation, the ability to use global layouts, all you have to do is include the layout layer and walla, you have instant resources. Man did this come in extremely handy for me, i created new layouts to hold my resource objects that are common to all layers, i created a layout that is used for my menu system, i created event sheet for my global variables, totally overhauled how i had the project designed so it really is modular now.

    I can literally create a level, add just the layers that make the layouts appear, include the event sheets i already coded everything on and simply design the level with no more coding.

    I can easily say, i haven't done that before in any other engine to date.

    So a huge thank you for the forethought that the developers put into the engine and looking forward to many more future features.

  • Your welcome, hard to guess what people want, but i try to help when i can, this is such an awesome engine, after a few months at it you will be a pro!

  • The question I saw was how to respwn after player dies, not layout reset, but that's just as easy, use global variables, an array of coins with giving them an index on the coin with visible state, on load layout, simply look at the saved state, look at the array, walk it on layout load and show/hide which coins you want.

    That's a different question from OP

    Another point is this, why reload layout unless your totally wanting to trigger layout load again?

    Overkill

    If your simply wanting to reset player and keep state of game, move player after death back to start of level, and simply reset visible on all coin objects. Only reload layout if you need to trigger on layout load

  • cyborgsattack.com/files/showcoinsample.zip

    I did a quick C3 project in R106 beta, I think it's what your looking for, I used touch event, so the player can be moved to coin, on touch, add to money, if player touches X destroy player, respawn player if dead in 2 seconds, reshow coin, don't loose player current money count, and player doesn't pick up invisible coin, on player die, show coin again

  • Oh now that's awesome, I'll put that in place tonight.

    Thanks for the reference.

  • search is a disabled feature for now, but my temporary solution is literally a drawn image, but for the life of me, using the desktop version of C3, it won't put it on the right layer, going to try the web version

  • i need to be able to physically see the cone of view, a line around the outer border, does anyone have a sample of how to accomplish this easily? in other engines i would simply draw a line from origin down the left to max distance, then a line from origin down the right to max distance, simple right? i can't seem to find a DRAW method, so i am thinking i might have to somehow do a solid object but i need it to stretch out from origin to max distance that LOS would see, this is like fitting a round ball in a square hole and expecting the round ball to see past the square hole equally on all sides, that is virtually impossible hrm

  • Sent, hopefully you get it.

    Additionally, I changed up the LOS to custom and set that to a specific wall block and the building group, this showed me that the cone of view for LOS is from parent object origin, which means I need to somehow deal with inner cone, origin point of cone reference, with custom, it at least fires 1 time before not appearing to fire again.

  • I will have to create a new simple project to share with the same results, I can't share the current project.

    LOS distance is 300 with angle of 240. LOS distance matches Turret distance. Turret tracks target just fine. It literally is the LOS, and layers aren't the problem, Turret base is lower level than turret, Turret Fire is on same level as turret with spawn point slightly outside of turret, Turret on same level as fired object, which both on same layer as enemies and walls.

    With debug, Turret triggers but LOS sub event doesn't trigger

  • Sound does not play either, the problem is when I add LOS either as parent or child. I will add that additional debug like you suggest. Without LOS the turret event works just fine but obviously I have no LOS limit.

  • That's just it, my events the enemies are in line of sight, and they don't fire.

    They should, the moment they have LOS

    I'll try again with switching it around, I tried both ways

    And I will try what you suggested.

    Scenario A, cannon follows target, has target true, does not fire.

    cyborgsattack.com/files/ScenarioA.jpg

  • Hard part is understanding the floor to ceiling on the audio scale, I haven't figured that out yet, but I do

    Use slide bars for volume control.